#if 0
; shader hash: bab87ba55693cfe19db7ca502f6e26fb
;
; Buffer Definitions:
;
; cbuffer g_sceneCB
; {
;
;   struct hostlayout.g_sceneCB
;   {
;
;       struct hostlayout.struct.SceneConstantBuffer
;       {
;
;           column_major float4x4 projectionToWorld;  ; Offset:    0
;           float4 cameraPosition;                    ; Offset:   64
;           float4 lightPosition;                     ; Offset:   80
;           float4 lightAmbientColor;                 ; Offset:   96
;           float4 lightDiffuseColor;                 ; Offset:  112
;       
;       } g_sceneCB;                                  ; Offset:    0
;
;   
;   } g_sceneCB;                                      ; Offset:    0 Size:   128
;
; }
;
; cbuffer g_cubeCB
; {
;
;   struct g_cubeCB
;   {
;
;       struct struct.ObjectConstantBuffer
;       {
;
;           float4 albedo;                            ; Offset:    0
;           uint materialID;                          ; Offset:   16
;       
;       } g_cubeCB;                                   ; Offset:    0
;
;   
;   } g_cubeCB;                                       ; Offset:    0 Size:    20
;
; }
;
; Resource bind info for Vertices
; {
;
;   struct struct.Vertex
;   {
;
;       float3 position;                              ; Offset:    0
;       float3 normal;                                ; Offset:   12
;   
;   } $Element;                                       ; Offset:    0 Size:    24
;
; }
;
;
; Resource Bindings:
;
; Name                                 Type  Format         Dim      ID      HLSL Bind  Count
; ------------------------------ ---------- ------- ----------- ------- -------------- ------
; g_sceneCB                         cbuffer      NA          NA     CB0            cb0     1
; g_cubeCB                          cbuffer      NA          NA     CB1            cb1     1
; Scene                             texture     i32         ras      T0             t0     1
; Indices                           texture    byte         r/o      T1             t1     1
; Vertices                          texture  struct         r/o      T2             t2     1
; RenderTarget                          UAV     f32          2d      U0             u0     1
;
target datalayout = "e-m:e-p:32:32-i1:32-i8:32-i16:32-i32:32-i64:64-f16:32-f32:32-f64:64-n8:16:32:64"
target triple = "dxil-ms-dx"

%dx.types.Handle = type { i8* }
%hostlayout.g_sceneCB = type { %hostlayout.struct.SceneConstantBuffer }
%hostlayout.struct.SceneConstantBuffer = type { [4 x <4 x float>], <4 x float>, <4 x float>, <4 x float>, <4 x float> }
%struct.RayPayload = type { <4 x float> }
%dx.types.ResourceProperties = type { i32, i32 }
%dx.types.CBufRet.f32 = type { float, float, float, float }
%dx.types.HitObject = type { i8* }
%struct.BuiltInTriangleIntersectionAttributes = type { <2 x float> }
%dx.types.ResRet.v2i32 = type { <2 x i32>, i32 }
%dx.types.ResRet.v3f32 = type { <3 x float>, i32 }
%dx.types.CBufRet.i32 = type { i32, i32, i32, i32 }
%struct.RaytracingAccelerationStructure = type { i32 }
%struct.ByteAddressBuffer = type { i32 }
%"class.StructuredBuffer<Vertex>" = type { %struct.Vertex }
%struct.Vertex = type { <3 x float>, <3 x float> }
%"class.RWTexture2D<vector<float, 4> >" = type { <4 x float> }
%g_cubeCB = type { %struct.ObjectConstantBuffer }
%struct.ObjectConstantBuffer = type { <4 x float>, i32 }

@"\01?Scene@@3URaytracingAccelerationStructure@@A" = external constant %dx.types.Handle, align 4
@"\01?RenderTarget@@3V?$RWTexture2D@V?$vector@M$03@@@@A" = external constant %dx.types.Handle, align 4
@"\01?Indices@@3UByteAddressBuffer@@A" = external constant %dx.types.Handle, align 4
@"\01?Vertices@@3V?$StructuredBuffer@UVertex@@@@A" = external constant %dx.types.Handle, align 4
@g_cubeCB = external constant %dx.types.Handle
@g_sceneCB_legacy = external global %hostlayout.g_sceneCB

; Function Attrs: nounwind
define void @"\01?MyRaygenShader@@YAXXZ"() #0 {
  %1 = load %dx.types.Handle, %dx.types.Handle* @"\01?Scene@@3URaytracingAccelerationStructure@@A", align 4
  %2 = load %dx.types.Handle, %dx.types.Handle* @"\01?RenderTarget@@3V?$RWTexture2D@V?$vector@M$03@@@@A", align 4
  %3 = load %hostlayout.g_sceneCB, %hostlayout.g_sceneCB* @g_sceneCB_legacy
  %4 = alloca %struct.RayPayload, align 8
  %5 = alloca %struct.RayPayload, align 8
  %6 = call %dx.types.Handle @dx.op.createHandleForLib.hostlayout.g_sceneCB(i32 160, %hostlayout.g_sceneCB %3)  ; CreateHandleForLib(Resource)
  %7 = call %dx.types.Handle @dx.op.annotateHandle(i32 216, %dx.types.Handle %6, %dx.types.ResourceProperties { i32 13, i32 128 })  ; AnnotateHandle(res,props)  resource: CBuffer
  %8 = call i32 @dx.op.dispatchRaysIndex.i32(i32 145, i8 0)  ; DispatchRaysIndex(col)
  %9 = insertelement <2 x i32> undef, i32 %8, i32 0
  %10 = call i32 @dx.op.dispatchRaysIndex.i32(i32 145, i8 1)  ; DispatchRaysIndex(col)
  %11 = insertelement <2 x i32> %9, i32 %10, i32 1
  %12 = uitofp <2 x i32> %11 to <2 x float>
  %13 = fadd fast <2 x float> %12, <float 5.000000e-01, float 5.000000e-01>
  %14 = call i32 @dx.op.dispatchRaysDimensions.i32(i32 146, i8 0)  ; DispatchRaysDimensions(col)
  %15 = insertelement <2 x i32> undef, i32 %14, i32 0
  %16 = call i32 @dx.op.dispatchRaysDimensions.i32(i32 146, i8 1)  ; DispatchRaysDimensions(col)
  %17 = insertelement <2 x i32> %15, i32 %16, i32 1
  %18 = uitofp <2 x i32> %17 to <2 x float>
  %19 = fdiv fast <2 x float> %13, %18
  %20 = fmul fast <2 x float> %19, <float 2.000000e+00, float 2.000000e+00>
  %21 = fadd fast <2 x float> %20, <float -1.000000e+00, float -1.000000e+00>
  %22 = extractelement <2 x float> %21, i32 1
  %23 = fsub fast float -0.000000e+00, %22
  %24 = extractelement <2 x float> %21, i64 0
  %25 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %7, i32 0)  ; CBufferLoadLegacy(handle,regIndex)
  %26 = extractvalue %dx.types.CBufRet.f32 %25, 0
  %27 = extractvalue %dx.types.CBufRet.f32 %25, 1
  %28 = extractvalue %dx.types.CBufRet.f32 %25, 2
  %29 = extractvalue %dx.types.CBufRet.f32 %25, 3
  %30 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %7, i32 1)  ; CBufferLoadLegacy(handle,regIndex)
  %31 = extractvalue %dx.types.CBufRet.f32 %30, 0
  %32 = extractvalue %dx.types.CBufRet.f32 %30, 1
  %33 = extractvalue %dx.types.CBufRet.f32 %30, 2
  %34 = extractvalue %dx.types.CBufRet.f32 %30, 3
  %35 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %7, i32 3)  ; CBufferLoadLegacy(handle,regIndex)
  %36 = extractvalue %dx.types.CBufRet.f32 %35, 0
  %37 = extractvalue %dx.types.CBufRet.f32 %35, 1
  %38 = extractvalue %dx.types.CBufRet.f32 %35, 2
  %39 = extractvalue %dx.types.CBufRet.f32 %35, 3
  %40 = fmul fast float %24, %26
  %41 = call float @dx.op.tertiary.f32(i32 46, float %31, float %23, float %40)  ; FMad(a,b,c)
  %42 = fadd fast float %36, %41
  %43 = insertelement <3 x float> undef, float %42, i32 0
  %44 = fmul fast float %24, %27
  %45 = call float @dx.op.tertiary.f32(i32 46, float %32, float %23, float %44)  ; FMad(a,b,c)
  %46 = fadd fast float %45, %37
  %47 = insertelement <3 x float> %43, float %46, i32 1
  %48 = fmul fast float %24, %28
  %49 = call float @dx.op.tertiary.f32(i32 46, float %33, float %23, float %48)  ; FMad(a,b,c)
  %50 = fadd fast float %49, %38
  %51 = insertelement <3 x float> %47, float %50, i32 2
  %52 = fmul fast float %24, %29
  %53 = call float @dx.op.tertiary.f32(i32 46, float %34, float %23, float %52)  ; FMad(a,b,c)
  %54 = fadd fast float %53, %39
  %55 = insertelement <3 x float> undef, float %54, i32 0
  %56 = shufflevector <3 x float> %55, <3 x float> undef, <3 x i32> zeroinitializer
  %57 = fdiv fast <3 x float> %51, %56
  %58 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %7, i32 4)  ; CBufferLoadLegacy(handle,regIndex)
  %59 = extractvalue %dx.types.CBufRet.f32 %58, 0
  %60 = insertelement <3 x float> undef, float %59, i32 0
  %61 = extractvalue %dx.types.CBufRet.f32 %58, 1
  %62 = insertelement <3 x float> %60, float %61, i32 1
  %63 = extractvalue %dx.types.CBufRet.f32 %58, 2
  %64 = insertelement <3 x float> %62, float %63, i32 2
  %65 = fsub fast <3 x float> %57, %64
  %66 = extractelement <3 x float> %65, i64 0
  %67 = extractelement <3 x float> %65, i64 1
  %68 = extractelement <3 x float> %65, i64 2
  %69 = call float @dx.op.dot3.f32(i32 55, float %66, float %67, float %68, float %66, float %67, float %68)  ; Dot3(ax,ay,az,bx,by,bz)
  %70 = call float @dx.op.unary.f32(i32 25, float %69)  ; Rsqrt(value)
  %71 = insertelement <3 x float> undef, float %70, i64 0
  %72 = insertelement <3 x float> %71, float %70, i64 1
  %73 = insertelement <3 x float> %72, float %70, i64 2
  %74 = fmul fast <3 x float> %65, %73
  %75 = call %dx.types.Handle @dx.op.createHandleForLib.dx.types.Handle(i32 160, %dx.types.Handle %1)  ; CreateHandleForLib(Resource)
  %76 = call %dx.types.Handle @dx.op.annotateHandle(i32 216, %dx.types.Handle %75, %dx.types.ResourceProperties { i32 16, i32 0 })  ; AnnotateHandle(res,props)  resource: RTAccelerationStructure
  %77 = getelementptr inbounds %struct.RayPayload, %struct.RayPayload* %5, i32 0, i32 0
  store <4 x float> zeroinitializer, <4 x float>* %77, align 8
  %78 = extractelement <3 x float> %74, i64 0
  %79 = extractelement <3 x float> %74, i64 1
  %80 = extractelement <3 x float> %74, i64 2
  %81 = call %dx.types.HitObject @dx.op.hitObject_TraceRay.struct.RayPayload(i32 262, %dx.types.Handle %76, i32 16, i32 -1, i32 0, i32 1, i32 0, float %59, float %61, float %63, float 0x3F50624DE0000000, float %78, float %79, float %80, float 1.000000e+04, %struct.RayPayload* nonnull %5)  ; HitObject_TraceRay(accelerationStructure,rayFlags,instanceInclusionMask,rayContributionToHitGroupIndex,multiplierForGeometryContributionToHitGroupIndex,missShaderIndex,Origin_X,Origin_Y,Origin_Z,TMin,Direction_X,Direction_Y,Direction_Z,TMax,payload)
  %82 = load <4 x float>, <4 x float>* %77, align 8
  %83 = call i32 @dx.op.hitObject_LoadLocalRootTableConstant(i32 288, %dx.types.HitObject %81, i32 16)  ; HitObject_LoadLocalRootTableConstant(hitObject,offset)
  %84 = call %dx.types.HitObject @dx.op.hitObject_MakeNop(i32 266)  ; HitObject_MakeNop()
  call void @dx.op.maybeReorderThread(i32 268, %dx.types.HitObject %84, i32 %83, i32 1)  ; MaybeReorderThread(hitObject,coherenceHint,numCoherenceHintBitsFromLSB)
  %85 = getelementptr inbounds %struct.RayPayload, %struct.RayPayload* %4, i32 0, i32 0
  store <4 x float> %82, <4 x float>* %85, align 8
  call void @dx.op.hitObject_Invoke.struct.RayPayload(i32 267, %dx.types.HitObject %81, %struct.RayPayload* nonnull %4)  ; HitObject_Invoke(hitObject,payload)
  %86 = load <4 x float>, <4 x float>* %85, align 8
  %87 = call %dx.types.Handle @dx.op.createHandleForLib.dx.types.Handle(i32 160, %dx.types.Handle %2)  ; CreateHandleForLib(Resource)
  %88 = call %dx.types.Handle @dx.op.annotateHandle(i32 216, %dx.types.Handle %87, %dx.types.ResourceProperties { i32 4098, i32 1033 })  ; AnnotateHandle(res,props)  resource: RWTexture2D<4xF32>
  %89 = extractelement <4 x float> %86, i64 0
  %90 = extractelement <4 x float> %86, i64 1
  %91 = extractelement <4 x float> %86, i64 2
  %92 = extractelement <4 x float> %86, i64 3
  call void @dx.op.textureStore.f32(i32 67, %dx.types.Handle %88, i32 %8, i32 %10, i32 undef, float %89, float %90, float %91, float %92, i8 15)  ; TextureStore(srv,coord0,coord1,coord2,value0,value1,value2,value3,mask)
  ret void
}

; Function Attrs: nounwind
define void @"\01?MyClosestHitShader@@YAXURayPayload@@UBuiltInTriangleIntersectionAttributes@@@Z"(%struct.RayPayload* noalias nocapture %payload, %struct.BuiltInTriangleIntersectionAttributes* nocapture readonly %attr) #0 {
  %1 = load %dx.types.Handle, %dx.types.Handle* @"\01?Vertices@@3V?$StructuredBuffer@UVertex@@@@A", align 4
  %2 = load %dx.types.Handle, %dx.types.Handle* @"\01?Indices@@3UByteAddressBuffer@@A", align 4
  %3 = load %dx.types.Handle, %dx.types.Handle* @g_cubeCB, align 4
  %4 = load %hostlayout.g_sceneCB, %hostlayout.g_sceneCB* @g_sceneCB_legacy
  %5 = call %dx.types.Handle @dx.op.createHandleForLib.dx.types.Handle(i32 160, %dx.types.Handle %3)  ; CreateHandleForLib(Resource)
  %6 = call %dx.types.Handle @dx.op.annotateHandle(i32 216, %dx.types.Handle %5, %dx.types.ResourceProperties { i32 13, i32 20 })  ; AnnotateHandle(res,props)  resource: CBuffer
  %7 = call %dx.types.Handle @dx.op.createHandleForLib.hostlayout.g_sceneCB(i32 160, %hostlayout.g_sceneCB %4)  ; CreateHandleForLib(Resource)
  %8 = call %dx.types.Handle @dx.op.annotateHandle(i32 216, %dx.types.Handle %7, %dx.types.ResourceProperties { i32 13, i32 128 })  ; AnnotateHandle(res,props)  resource: CBuffer
  %9 = call float @dx.op.worldRayOrigin.f32(i32 147, i8 0)  ; WorldRayOrigin(col)
  %10 = insertelement <3 x float> undef, float %9, i64 0
  %11 = call float @dx.op.worldRayOrigin.f32(i32 147, i8 1)  ; WorldRayOrigin(col)
  %12 = insertelement <3 x float> %10, float %11, i64 1
  %13 = call float @dx.op.worldRayOrigin.f32(i32 147, i8 2)  ; WorldRayOrigin(col)
  %14 = insertelement <3 x float> %12, float %13, i64 2
  %15 = call float @dx.op.rayTCurrent.f32(i32 154)  ; RayTCurrent()
  %16 = insertelement <3 x float> undef, float %15, i32 0
  %17 = shufflevector <3 x float> %16, <3 x float> undef, <3 x i32> zeroinitializer
  %18 = call float @dx.op.worldRayDirection.f32(i32 148, i8 0)  ; WorldRayDirection(col)
  %19 = insertelement <3 x float> undef, float %18, i64 0
  %20 = call float @dx.op.worldRayDirection.f32(i32 148, i8 1)  ; WorldRayDirection(col)
  %21 = insertelement <3 x float> %19, float %20, i64 1
  %22 = call float @dx.op.worldRayDirection.f32(i32 148, i8 2)  ; WorldRayDirection(col)
  %23 = insertelement <3 x float> %21, float %22, i64 2
  %24 = fmul fast <3 x float> %23, %17
  %25 = call i32 @dx.op.primitiveIndex.i32(i32 161)  ; PrimitiveIndex()
  %26 = mul i32 %25, 6
  %27 = and i32 %26, -4
  %28 = call %dx.types.Handle @dx.op.createHandleForLib.dx.types.Handle(i32 160, %dx.types.Handle %2)  ; CreateHandleForLib(Resource)
  %29 = call %dx.types.Handle @dx.op.annotateHandle(i32 216, %dx.types.Handle %28, %dx.types.ResourceProperties { i32 11, i32 0 })  ; AnnotateHandle(res,props)  resource: ByteAddressBuffer
  %30 = call %dx.types.ResRet.v2i32 @dx.op.rawBufferVectorLoad.v2i32(i32 303, %dx.types.Handle %29, i32 %27, i32 undef, i32 4)  ; RawBufferVectorLoad(buf,index,elementOffset,alignment)
  %31 = extractvalue %dx.types.ResRet.v2i32 %30, 0
  %32 = icmp eq i32 %27, %26
  %33 = extractelement <2 x i32> %31, i32 0
  %34 = lshr i32 %33, 16
  %35 = extractelement <2 x i32> %31, i32 1
  %36 = and i32 %35, 65535
  br i1 %32, label %37, label %42

; <label>:37                                      ; preds = %0
  %38 = and i32 %33, 65535
  %39 = insertelement <3 x i32> undef, i32 %38, i32 0
  %40 = insertelement <3 x i32> %39, i32 %34, i32 1
  %41 = insertelement <3 x i32> %40, i32 %36, i32 2
  br label %47

; <label>:42                                      ; preds = %0
  %43 = insertelement <3 x i32> undef, i32 %34, i32 0
  %44 = insertelement <3 x i32> %43, i32 %36, i32 1
  %45 = lshr i32 %35, 16
  %46 = insertelement <3 x i32> %44, i32 %45, i32 2
  br label %47

; <label>:47                                      ; preds = %42, %37
  %48 = phi <3 x i32> [ %41, %37 ], [ %46, %42 ]
  %49 = extractelement <3 x i32> %48, i32 0
  %50 = call %dx.types.Handle @dx.op.createHandleForLib.dx.types.Handle(i32 160, %dx.types.Handle %1)  ; CreateHandleForLib(Resource)
  %51 = call %dx.types.Handle @dx.op.annotateHandle(i32 216, %dx.types.Handle %50, %dx.types.ResourceProperties { i32 524, i32 24 })  ; AnnotateHandle(res,props)  resource: StructuredBuffer<stride=24>
  %52 = call %dx.types.ResRet.v3f32 @dx.op.rawBufferVectorLoad.v3f32(i32 303, %dx.types.Handle %51, i32 %49, i32 12, i32 4)  ; RawBufferVectorLoad(buf,index,elementOffset,alignment)
  %53 = extractvalue %dx.types.ResRet.v3f32 %52, 0
  %54 = extractelement <3 x i32> %48, i32 1
  %55 = call %dx.types.ResRet.v3f32 @dx.op.rawBufferVectorLoad.v3f32(i32 303, %dx.types.Handle %51, i32 %54, i32 12, i32 4)  ; RawBufferVectorLoad(buf,index,elementOffset,alignment)
  %56 = extractvalue %dx.types.ResRet.v3f32 %55, 0
  %57 = extractelement <3 x i32> %48, i32 2
  %58 = call %dx.types.ResRet.v3f32 @dx.op.rawBufferVectorLoad.v3f32(i32 303, %dx.types.Handle %51, i32 %57, i32 12, i32 4)  ; RawBufferVectorLoad(buf,index,elementOffset,alignment)
  %59 = extractvalue %dx.types.ResRet.v3f32 %58, 0
  %60 = getelementptr inbounds %struct.BuiltInTriangleIntersectionAttributes, %struct.BuiltInTriangleIntersectionAttributes* %attr, i32 0, i32 0
  %61 = load <2 x float>, <2 x float>* %60, align 4
  %62 = shufflevector <2 x float> %61, <2 x float> undef, <3 x i32> zeroinitializer
  %63 = fsub fast <3 x float> %56, %53
  %64 = fmul fast <3 x float> %62, %63
  %65 = fadd fast <3 x float> %64, %53
  %66 = shufflevector <2 x float> %61, <2 x float> undef, <3 x i32> <i32 1, i32 1, i32 1>
  %67 = fsub fast <3 x float> %59, %53
  %68 = fmul fast <3 x float> %66, %67
  %69 = fadd fast <3 x float> %65, %68
  %70 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %8, i32 5)  ; CBufferLoadLegacy(handle,regIndex)
  %71 = extractvalue %dx.types.CBufRet.f32 %70, 0
  %72 = insertelement <3 x float> undef, float %71, i32 0
  %73 = extractvalue %dx.types.CBufRet.f32 %70, 1
  %74 = insertelement <3 x float> %72, float %73, i32 1
  %75 = extractvalue %dx.types.CBufRet.f32 %70, 2
  %76 = insertelement <3 x float> %74, float %75, i32 2
  %77 = fsub fast <3 x float> <float -0.000000e+00, float -0.000000e+00, float -0.000000e+00>, %14
  %78 = fsub fast <3 x float> <float -0.000000e+00, float -0.000000e+00, float -0.000000e+00>, %24
  %79 = fadd fast <3 x float> %77, %78
  %80 = fadd fast <3 x float> %79, %76
  %81 = extractelement <3 x float> %80, i64 0
  %82 = extractelement <3 x float> %80, i64 1
  %83 = extractelement <3 x float> %80, i64 2
  %84 = call float @dx.op.dot3.f32(i32 55, float %81, float %82, float %83, float %81, float %82, float %83)  ; Dot3(ax,ay,az,bx,by,bz)
  %85 = call float @dx.op.unary.f32(i32 25, float %84)  ; Rsqrt(value)
  %86 = insertelement <3 x float> undef, float %85, i64 0
  %87 = insertelement <3 x float> %86, float %85, i64 1
  %88 = insertelement <3 x float> %87, float %85, i64 2
  %89 = fmul fast <3 x float> %80, %88
  %90 = call %dx.types.CBufRet.i32 @dx.op.cbufferLoadLegacy.i32(i32 59, %dx.types.Handle %6, i32 1)  ; CBufferLoadLegacy(handle,regIndex)
  %91 = extractvalue %dx.types.CBufRet.i32 %90, 0
  %92 = icmp eq i32 %91, 0
  br i1 %92, label %93, label %103

; <label>:93                                      ; preds = %47
  br label %94

; <label>:94                                      ; preds = %94, %93
  %95 = phi <3 x float> [ %100, %94 ], [ zeroinitializer, %93 ]
  %96 = phi i32 [ %101, %94 ], [ 0, %93 ]
  %97 = and i32 %96, 1
  %98 = icmp ne i32 %97, 0
  %99 = select i1 %98, <3 x float> <float 0x380FFFFF40000000, float 0x380FFFFF40000000, float 0x380FFFFF40000000>, <3 x float> <float 0xB80FFFFF40000000, float 0xB80FFFFF40000000, float 0xB80FFFFF40000000>
  %100 = fadd <3 x float> %95, %99
  %101 = add nuw nsw i32 %96, 1
  %102 = icmp eq i32 %101, 380000
  br i1 %102, label %122, label %94

; <label>:103                                     ; preds = %47
  %104 = extractelement <3 x float> %69, i64 0
  %105 = extractelement <3 x float> %69, i64 1
  %106 = extractelement <3 x float> %69, i64 2
  %107 = extractelement <3 x float> %89, i64 0
  %108 = extractelement <3 x float> %89, i64 1
  %109 = extractelement <3 x float> %89, i64 2
  %110 = call float @dx.op.dot3.f32(i32 55, float %104, float %105, float %106, float %107, float %108, float %109)  ; Dot3(ax,ay,az,bx,by,bz)
  %111 = call float @dx.op.unary.f32(i32 7, float %110)  ; Saturate(value)
  %112 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %8, i32 7)  ; CBufferLoadLegacy(handle,regIndex)
  %113 = extractvalue %dx.types.CBufRet.f32 %112, 0
  %114 = insertelement <3 x float> undef, float %113, i32 0
  %115 = extractvalue %dx.types.CBufRet.f32 %112, 1
  %116 = insertelement <3 x float> %114, float %115, i32 1
  %117 = extractvalue %dx.types.CBufRet.f32 %112, 2
  %118 = insertelement <3 x float> %116, float %117, i32 2
  %119 = insertelement <3 x float> undef, float %111, i32 0
  %120 = shufflevector <3 x float> %119, <3 x float> undef, <3 x i32> zeroinitializer
  %121 = fmul fast <3 x float> %118, %120
  br label %123

; <label>:122                                     ; preds = %94
  br label %123

; <label>:123                                     ; preds = %122, %103
  %124 = phi <3 x float> [ %121, %103 ], [ %100, %122 ]
  %125 = extractelement <3 x float> %124, i64 0
  %126 = extractelement <3 x float> %124, i64 1
  %127 = extractelement <3 x float> %124, i64 2
  %128 = insertelement <4 x float> undef, float %125, i64 0
  %129 = insertelement <4 x float> %128, float %126, i64 1
  %130 = insertelement <4 x float> %129, float %127, i64 2
  %131 = insertelement <4 x float> %130, float 1.000000e+00, i64 3
  %132 = getelementptr inbounds %struct.RayPayload, %struct.RayPayload* %payload, i32 0, i32 0
  store <4 x float> %131, <4 x float>* %132, align 4
  ret void
}

; Function Attrs: nounwind
define void @"\01?MyMissShader@@YAXURayPayload@@@Z"(%struct.RayPayload* noalias nocapture %payload) #0 {
  %1 = getelementptr inbounds %struct.RayPayload, %struct.RayPayload* %payload, i32 0, i32 0
  store <4 x float> <float 0.000000e+00, float 0x3FC99999A0000000, float 0x3FD99999A0000000, float 1.000000e+00>, <4 x float>* %1, align 4
  ret void
}

; Function Attrs: nounwind readonly
declare %dx.types.ResRet.v2i32 @dx.op.rawBufferVectorLoad.v2i32(i32, %dx.types.Handle, i32, i32, i32) #1

; Function Attrs: nounwind readnone
declare float @dx.op.worldRayDirection.f32(i32, i8) #2

; Function Attrs: nounwind readnone
declare float @dx.op.worldRayOrigin.f32(i32, i8) #2

; Function Attrs: nounwind readonly
declare float @dx.op.rayTCurrent.f32(i32) #1

; Function Attrs: nounwind readnone
declare float @dx.op.dot3.f32(i32, float, float, float, float, float, float) #2

; Function Attrs: nounwind readnone
declare float @dx.op.unary.f32(i32, float) #2

; Function Attrs: nounwind readnone
declare i32 @dx.op.dispatchRaysDimensions.i32(i32, i8) #2

; Function Attrs: nounwind readnone
declare i32 @dx.op.dispatchRaysIndex.i32(i32, i8) #2

; Function Attrs: nounwind readonly
declare i32 @dx.op.hitObject_LoadLocalRootTableConstant(i32, %dx.types.HitObject, i32) #1

; Function Attrs: nounwind readnone
declare %dx.types.HitObject @dx.op.hitObject_MakeNop(i32) #2

; Function Attrs: nounwind
declare void @dx.op.maybeReorderThread(i32, %dx.types.HitObject, i32, i32) #0

; Function Attrs: nounwind
declare void @dx.op.hitObject_Invoke.struct.RayPayload(i32, %dx.types.HitObject, %struct.RayPayload*) #0

; Function Attrs: nounwind
declare void @dx.op.textureStore.f32(i32, %dx.types.Handle, i32, i32, i32, float, float, float, float, i8) #0

; Function Attrs: nounwind readnone
declare i32 @dx.op.primitiveIndex.i32(i32) #2

; Function Attrs: nounwind readonly
declare %dx.types.ResRet.v3f32 @dx.op.rawBufferVectorLoad.v3f32(i32, %dx.types.Handle, i32, i32, i32) #1

; Function Attrs: nounwind readonly
declare %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32, %dx.types.Handle, i32) #1

; Function Attrs: nounwind readonly
declare %dx.types.CBufRet.i32 @dx.op.cbufferLoadLegacy.i32(i32, %dx.types.Handle, i32) #1

; Function Attrs: nounwind
declare %dx.types.HitObject @dx.op.hitObject_TraceRay.struct.RayPayload(i32, %dx.types.Handle, i32, i32, i32, i32, i32, float, float, float, float, float, float, float, float, %struct.RayPayload*) #0

; Function Attrs: nounwind readnone
declare float @dx.op.tertiary.f32(i32, float, float, float) #2

; Function Attrs: nounwind readnone
declare %dx.types.Handle @dx.op.annotateHandle(i32, %dx.types.Handle, %dx.types.ResourceProperties) #2

; Function Attrs: nounwind readonly
declare %dx.types.Handle @dx.op.createHandleForLib.dx.types.Handle(i32, %dx.types.Handle) #1

; Function Attrs: nounwind readonly
declare %dx.types.Handle @dx.op.createHandleForLib.hostlayout.g_sceneCB(i32, %hostlayout.g_sceneCB) #1

attributes #0 = { nounwind }
attributes #1 = { nounwind readonly }
attributes #2 = { nounwind readnone }

!llvm.ident = !{!0}
!dx.version = !{!1}
!dx.valver = !{!1}
!dx.shaderModel = !{!2}
!dx.resources = !{!3}
!dx.typeAnnotations = !{!16}
!dx.dxrPayloadAnnotations = !{!24}
!dx.entryPoints = !{!27, !29, !32, !34}

!0 = !{!"dxcoob 1.8.2505.28 (9efbb6c32)"}
!1 = !{i32 1, i32 9}
!2 = !{!"lib", i32 6, i32 9}
!3 = !{!4, !10, !13, null}
!4 = !{!5, !7, !8}
!5 = !{i32 0, %struct.RaytracingAccelerationStructure* bitcast (%dx.types.Handle* @"\01?Scene@@3URaytracingAccelerationStructure@@A" to %struct.RaytracingAccelerationStructure*), !"Scene", i32 0, i32 0, i32 1, i32 16, i32 0, !6}
!6 = !{i32 0, i32 4}
!7 = !{i32 1, %struct.ByteAddressBuffer* bitcast (%dx.types.Handle* @"\01?Indices@@3UByteAddressBuffer@@A" to %struct.ByteAddressBuffer*), !"Indices", i32 0, i32 1, i32 1, i32 11, i32 0, null}
!8 = !{i32 2, %"class.StructuredBuffer<Vertex>"* bitcast (%dx.types.Handle* @"\01?Vertices@@3V?$StructuredBuffer@UVertex@@@@A" to %"class.StructuredBuffer<Vertex>"*), !"Vertices", i32 0, i32 2, i32 1, i32 12, i32 0, !9}
!9 = !{i32 1, i32 24}
!10 = !{!11}
!11 = !{i32 0, %"class.RWTexture2D<vector<float, 4> >"* bitcast (%dx.types.Handle* @"\01?RenderTarget@@3V?$RWTexture2D@V?$vector@M$03@@@@A" to %"class.RWTexture2D<vector<float, 4> >"*), !"RenderTarget", i32 0, i32 0, i32 1, i32 2, i1 false, i1 false, i1 false, !12}
!12 = !{i32 0, i32 9}
!13 = !{!14, !15}
!14 = !{i32 0, %hostlayout.g_sceneCB* @g_sceneCB_legacy, !"g_sceneCB", i32 0, i32 0, i32 1, i32 128, null}
!15 = !{i32 1, %g_cubeCB* bitcast (%dx.types.Handle* @g_cubeCB to %g_cubeCB*), !"g_cubeCB", i32 0, i32 1, i32 1, i32 20, null}
!16 = !{i32 1, void ()* @"\01?MyRaygenShader@@YAXXZ", !17, void (%struct.RayPayload*, %struct.BuiltInTriangleIntersectionAttributes*)* @"\01?MyClosestHitShader@@YAXURayPayload@@UBuiltInTriangleIntersectionAttributes@@@Z", !20, void (%struct.RayPayload*)* @"\01?MyMissShader@@YAXURayPayload@@@Z", !23}
!17 = !{!18}
!18 = !{i32 1, !19, !19}
!19 = !{}
!20 = !{!18, !21, !22}
!21 = !{i32 2, !19, !19}
!22 = !{i32 0, !19, !19}
!23 = !{!18, !21}
!24 = !{i32 0, %struct.RayPayload undef, !25}
!25 = !{!26}
!26 = !{i32 0, i32 547}
!27 = !{null, !"", null, !3, !28}
!28 = !{i32 0, i64 8589934608}
!29 = !{void (%struct.RayPayload*, %struct.BuiltInTriangleIntersectionAttributes*)* @"\01?MyClosestHitShader@@YAXURayPayload@@UBuiltInTriangleIntersectionAttributes@@@Z", !"\01?MyClosestHitShader@@YAXURayPayload@@UBuiltInTriangleIntersectionAttributes@@@Z", null, null, !30}
!30 = !{i32 8, i32 10, i32 6, i32 16, i32 7, i32 8, i32 5, !31}
!31 = !{i32 0}
!32 = !{void (%struct.RayPayload*)* @"\01?MyMissShader@@YAXURayPayload@@@Z", !"\01?MyMissShader@@YAXURayPayload@@@Z", null, null, !33}
!33 = !{i32 8, i32 11, i32 6, i32 16, i32 5, !31}
!34 = !{void ()* @"\01?MyRaygenShader@@YAXXZ", !"\01?MyRaygenShader@@YAXXZ", null, null, !35}
!35 = !{i32 8, i32 7, i32 5, !31}

#endif

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};
